concinnity-engine 0.19.119

Runtime engine for Concinnity: ECS schedule, graphics, spawn, streaming
//! The client's render layer: the renderer driver, draw list, 2D overlay, asset
//! streaming, live previews, and quality-preset / render-config resolution.
//!
//! What these drive lives below the client, in concinnity-core: the GPU data
//! layouts and render math in `concinnity_core::gfx`, and the
//! backend-agnostic render-prep (record builders, render graph, the
//! `RenderBackend` trait seam, and the GPU-free cursor / sprite / text /
//! lights / streaming layout helpers) in `concinnity_core::render`. Each is
//! named where it is used, by its owning crate.

// The bundled glyph atlas baked into the binary: the face the startup error
// screen draws with, and the fallback for a world whose labels name no Font.
pub(crate) mod builtin_font;

pub(crate) mod draw_list;
/// Live reassignment of a running world's draw slots (their material and cull
/// distance), for an editor previewing a Prop edit without a rebuild.
pub mod draw_preview;
/// Live application of the world's lighting assets to a running world, for an
/// editor previewing sun / fog / shadow / post-process edits without a rebuild.
pub mod lighting_preview;
/// The renderer's reading of one compiled `Material`: GPU uniforms plus the
/// texture-pool slots its references resolve to.
pub(crate) mod material_entry;
/// Live edits of a loaded Material's Shader parameters, for an editor
/// previewing them without a rebuild.
pub mod material_preview;
/// Live re-resolution of a `CharacterShape` against a running world's poses,
/// for an editor previewing slider edits without a rebuild.
pub mod shape_preview;
/// The renderer driver. An internal system (not a declarable asset), constructed
/// by `World::start` when the run resolved to a windowed one.
pub(crate) mod system;
// 2D overlay draw-list build + menu-state publish. Internal system,
// constructed alongside GraphicsSystem (same gate) and scheduled first.
pub(crate) mod overlay;
// Engine-side allocation authority for backend draw slots + pre-reserved
// skinned instances (the `RenderSlots` resource).
pub(crate) mod render_slots;
/// Asset-streaming home: the re-exported `no_std` policy core (`StreamPlanner`),
/// the `std` texture / mesh / chunk drivers it schedules, and the system that
/// drives them. `pub` for that system alone; everything else inside is
/// crate-private.
pub mod streaming;
// Recording mock RenderBackend + the GraphicsSystem test-injection hooks,
// compiled only into the unit-test binary. Implements `core::render`'s
// RenderBackend seam on a client-local type and carries a `config::Settings`,
// so it stays with the GraphicsSystem tests that consume it.
#[cfg(test)]
pub(crate) mod mock_backend;
/// The master graphics-quality preset and the ceiling it resolves to.
pub mod quality_preset;
// How the world's authored render settings resolve against the user's persisted
// settings-menu choices and the active quality preset's ceiling.
pub(crate) mod render_config;
// Handle -> asset id bridge for SkinnedMesh correlation references, published by
// GraphicsSystem and read by the animation / third-person systems.
pub(crate) mod skinned_mesh_map;